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D&D

  • 3d
  • rpg
  • fantasy
  • turn-based
  • dice-combat
  • exploration
  • low-poly
0
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About D&D

D&D

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Leo Kahn-Rich built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about D&D yet. Play it, then tell Leo Kahn-Rich what you would add next.

Make your own game

D&D was built by Leo Kahn-Rich with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix D&D opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for D&D

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable low-poly 3D fantasy forest-crawl RPG called “Dungeon & Dice.” Use an oblique third-person/isometric-style camera looking down at a square-tiled woodland from behind and above the hero; keep the hero near the center while the camera follows. Render a mossy dark-green forest floor with muddy brown 1x1 trail tiles laid out as a grid, dense stylized low-poly pine trees blocking the map edges and several interior areas, plus scattered grass tufts, a fallen log, and mossy rocks. Use soft warm directional sunlight, green ambient lighting, and pale green fog/background. Characters and creatures should be colorful low-poly animated fantasy models with visible shadows: a player adventurer, a named wolf companion, a goblin scout, and a larger forest demon boss. The overall look should match a simple polished low-poly nature/fantasy asset-kit scene, with readable dark translucent rounded UI panels and fantasy-styled headings.

Begin with a hero-creation modal over the forest. Let the player enter a hero name and wolf name, select one race from Human, Elf, Dwarf, Halfling, Orc, Tiefling, or Dragonborn, and select one class from Wizard, Warrior, Rogue, Ranger, Cleric, or Monk. Show a live summary of the selected build. Starting values must reflect these choices: Wizard 24 HP, AC 12, +4 attack, d8+2 damage, 2 potions; Warrior 30 HP, AC 13, +5 attack, d8+3, 1 potion; Rogue 20 HP, AC 13, +6 attack, d6+3, 2 potions; Ranger 24 HP, AC 12, +5 attack, d6+3, 2 potions; Cleric 26 HP, AC 12, +4 attack, d6+2, 3 potions; Monk 22 HP, AC 14, +5 attack, d6+2, 2 potions. Add race modifiers: Human +2 HP/+1 attack; Elf +1 AC/+1 attack; Dwarf +6 HP/+1 potion; Halfling +1 AC/+1 damage; Orc +4 HP/+2 damage; Tiefling +1 attack/+1 damage; Dragonborn +3 HP/+1 damage. Tint the hero slightly according to race, and use a class-appropriate 3D model. Dragonborn should visibly have orange draconic features including a snout, horns, crest, back spikes, tail, and wings.

After starting, place the hero at the upper-left entrance of a larger rectangular woodland map and the wolf companion on the adjacent tile. The map is a 19-column by 15-row grid surrounded by impassable forest: the entrance is at the left side near the top, the brass key is several tiles east along the top route, a goblin scout is in an upper-middle clearing, the chest is in a lower-left/middle clearing, the forest demon is near the chest but farther east, and the exit/trail marker is near the upper-right route. Represent the actual traversable layout with open trail/clearing cells and tree-blocked cells, including interior bands of dense trees that create branching routes. The player moves exactly one adjacent tile per turn using WASD or arrow keys. Also allow clicking an adjacent trail tile to move one tile. Clicking a nearby monster starts combat; clicking a non-adjacent monster should explain that the player must move next to it first. Trees block ordinary movement and should give a message that Fly is needed.

Dragonborn-only flight: provide a visible Fly button in the HUD and support the F key. Flight lasts for 6 moves, raises the hero visibly above the ground, and allows crossing dense tree cells. When the flight counter reaches zero, land automatically on a walkable clearing/trail if possible; otherwise require another move to a landing cell. The button should change to show the remaining flight count and allow landing manually on a walkable tile. Non-Dragonborn heroes cannot fly.

The wolf should follow behind the hero, moving into the hero’s previous grid position after each move. The wolf is named from the creator and helps exactly once in each combat by biting on the hero’s first successful attack for an extra 1d4+1 damage; show the bite and log it in combat.

Top HUD: show a “Dungeon & Dice” title, an HP panel with current/max HP and a red-to-orange horizontal health bar, a Race pill, a Potions count pill, an Inventory pill showing none, Key, or Key + Treasure, and buttons for Fly and Hero. Below it show a Quest panel whose text progresses: “Find the brass key.”; after pickup, “Key found. Defeat the forest demon.”; after the boss, “Demon defeated. Open the hidden chest.”; after the chest, “Treasure secured. Reach the trail marker.” At the bottom show a wide dark message bar with contextual instructions and story updates.

Place an animated brass key on its key tile, rotating gently until collected. When the hero enters it, add the key to inventory and announce that the boss chamber awaits. Place an old chest and a loose coin near the chest. The chest must remain sealed until the forest demon is defeated; then entering its tile opens it, adds Treasure to inventory, and announces that the player must escape. Place a fallen log as the visible trail marker/exit. The exit only wins after the demon is defeated and treasure is collected; otherwise explain that the trail marker is warded.

Use turn-based dice combat when the hero enters an adjacent goblin or the unlocked boss. The goblin is “Goblin Scout,” has 10/10 HP, AC 11, and attacks for 1d6+1 with a +3 attack bonus. The boss is “Forest Demon,” has 22/22 HP, AC 13, and attacks for 1d8+3 with a +5 attack bonus. The boss cannot be engaged before the brass key is collected. Show a dark combat panel with enemy name, enemy HP/max HP and AC, a Your turn/Enemy turn badge, buttons labeled “Attack d20,” the selected race ability, “Defend,” and “Potion,” plus a dice-roll log.

On the player turn, Attack rolls d20 plus the hero’s combined attack bonus against enemy AC; a natural 20 always hits and deals a critical extra damage die. On a hit, roll the class damage die plus combined damage bonus, and include the wolf’s one-time bite if unused. Log the individual roll/result, target AC, damage, misses, and criticals. Defend raises effective AC by 4 for the next enemy attack and halves incoming damage. Potion consumes one potion and heals up to 10 HP. End the player turn after each action, let the enemy attack, then return to the player turn; disable action buttons when it is not the player’s turn.

Give each race one once-per-combat ability, disable it after use, and show its name in the button/log: Human Rally heals up to 6 HP and grants advantage on the next attack; Elf Keen Shot makes an advantage attack and deals d6+2 precision damage on a hit; Dwarf Stoneguard heavily reduces the next incoming hit to one quarter; Halfling Lucky Dodge makes the enemy’s next attack roll with disadvantage; Orc Brutal Smash deals d6 plus the Orc’s damage bonus plus 2 without an attack roll; Tiefling Hellish Spark deals d6+2 damage without an attack roll and grants +2 AC for one enemy turn; Dragonborn Breath Weapon deals d8 plus the Dragonborn damage bonus without an attack roll. Enemy disadvantage means roll two d20s and keep the lower; attack advantage means roll two and keep the higher. Show simple attack, hit, hurt, death, spell, or movement animations when available, and hide defeated enemies after their defeat.

If hero HP reaches zero, stop play and show a defeat overlay stating that the hero falls in the shadowed woods, with a Restart Delve button. If the boss is defeated, chest treasure collected, and exit reached, show a victory overlay stating that the forest demon was defeated and the hero escaped with the treasure. Include the Hero button to reopen the creator outside combat, allowing names/race/class to be edited and the hero model/stats to update. Keep the interaction accessible on desktop and touch screens, with large buttons and clear readable text.

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